parent
| |
node1 motor
|
node2
|
wheel
How do I get motor rotation in the referential of the wheel (node2) without re-parenting?
parent
| |
node1 motor
|
node2
|
wheel
How do I get motor rotation in the referential of the wheel (node2) without re-parenting?
you can either combine the local rotations of the nodes along the way:
var relativeRotation : Quaternion = node1Motor.localRotation * node2.localRotation * wheel.localRotation;
Or compare the worldspace rotations of the two directly:
var relativeRotation : Quaternion = wheel.rotation * Quaternion.Inverse(parent.rotation);
Thanks!
(and on the way I’m learning that quaternion multiplication is a rotation addition.)